/**
 * Copyright (c) 2009 blurredVision
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
 * associated documentation files (the "Software"), to deal in the Software without restriction, 
 * including without limitation the rights to use, copy, modify, merge, publish, distribute, 
 * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or 
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT 
 * NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT 
 * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
#ifndef __DX_MATERIAL_H__
#define __DX_MATERIAL_H__

#pragma once
#include "IMaterial.h"
#include "DXResource.h"
#include <d3dx9.h>

namespace directx {

class DXMaterial
	: public IMaterial, public DXResource
{
public:
	DXMaterial(void);
	~DXMaterial(void);

	/** Enable this DXMaterial */
	bool bind();

	/** Disable this DXMaterial */
	bool unbind();

	void setDiffuse(const math::Vector4 &color);
	void setAmbient(const math::Vector4 &color);
	void setSpecular(const math::Vector4 &color);
	void setEmissive(const math::Vector4 &color);
	void setPower(float power);

	void release();
	void reset();

public:
	D3DMATERIAL9* getDXMaterial();

private:
	D3DMATERIAL9 m_dxMaterial; // Materials for our mesh
};

} // namespace

#endif
